A method, system, medium and device for smooth movement of cloud game processing instructions

By judging the angle of the operation line segment and changing the viewing angle in cloud games, the problem of picture jams caused by player operations is solved, the game experience is improved, and the picture smoothness is improved through other optimization measures.

CN115228085BActive Publication Date: 2025-04-25WELLINK TECH CO LTD
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Patent Information

Application Number
CN202210931798.6
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-08-04
Publication Date
2025-04-25
Estimated Expiration
2042-08-04

AI Technical Summary

Technical Problem

In cloud games, when players slide on the screen, slightly tortuous continuous lines are caused by hand sweat, screen hygiene, pressing pressure and screen friction. When the server changes the viewing angle, the screen will be stumbled and the player's experience is reduced.

Method used

By obtaining coordinate points in real time, generating motion trajectories, and determining whether the angle of adjacent operating straight line segments is greater than the preset angle value. If it is greater than, the view angle will be changed. If it is less than or equal to, the view angle will not be changed to avoid unnecessary picture jams.

Benefits of technology

Without affecting the player's operation, the screen is reduced, the player's gaming experience is enhanced, and the sharp corner smoothing processing and acceleration segment extension algorithm can further improve the picture smoothness.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application relates to a method, system, medium and device for smooth movement of cloud game processing instructions, including the following steps: real-time acquisition of coordinate points; generation of a motion trajectory based on the continuous change of the coordinate points, wherein the motion trajectory is composed of multiple operating straight line segments; sequentially identifying the operating straight line segments in the motion trajectory in the order of the change of the coordinate points; determining whether the adjacent line segment angle formed by the two operating straight line segments identified successively is greater than a first preset angle value, and if it is less than or equal to the first preset angle value, then no response action of changing the viewing angle is performed according to the adjacent line segment angle. The present application can determine the adjacent line segment angle so that the two operating straight line segments whose adjacent line segment angle is less than or equal to the first preset angle value do not perform a response action of changing the viewing angle, thereby minimizing the screen frustration without affecting the player's operation and improving the player's gaming experience.
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Description

Technical Field

[0001] The present application relates to the field of computers, and more particularly to a method, system, medium and device for smoothly moving cloud game processing instructions. Background Art

[0002] Cloud gaming is a gaming method based on cloud computing. In the cloud gaming mode, all games are run on the server side, and the rendered game screens are compressed and transmitted to users through the network. On the client side, the user's gaming device does not require any high-end processors and graphics cards, only basic video decompression capabilities are required. With the rapid development of cloud gaming, gamers are increasingly demanding game graphics and gaming experience.

[0003] Regarding the above-mentioned related technologies, when players slide on the screen in the game, slightly curved continuous lines are often generated due to player environmental reasons such as player hand sweat, screen hygiene, pressure, screen friction, etc. The server program performs corresponding perspective change operations based on the curvature angle, i.e. the angle between the slightly curved continuous lines, causing the screen image to be jerky, thereby reducing the player's gaming experience. Summary of the invention

[0004] In order to improve the gaming experience of players, the present application provides a method for smooth movement of cloud game processing instructions.

[0005] In a first aspect of the present application, a method for smooth movement of cloud game processing instructions is provided, which adopts the following technical solution:

[0006] A method for smoothly moving a cloud game processing instruction, comprising:

[0007] Get coordinate points in real time;

[0008] Generate a motion trajectory based on the continuous change of the coordinate points, where the motion trajectory is composed of multiple operating straight line segments;

[0009] Identify the operating straight line segments in the motion trajectory in the order of coordinate point changes;

[0010] Determine whether the adjacent line segment angle formed by the two successively identified operation straight line segments is greater than a first preset angle value, and obtain a determination result, wherein the determination result is greater than the first preset angle value or less than or equal to the first preset angle value;

[0011] If the judgment result is less than or equal to the first preset angle value, then no response action of changing the viewing angle according to the angle between adjacent line segments is performed;

[0012] If the judgment result is greater than the first preset angle value, then according to the greater than result, a corresponding response action of changing the viewing angle is made based on the angle between adjacent line segments.

[0013] By adopting the above technical solution, when game players perform straight line operations on the screen, factors such as hand sweat, pressing force and screen friction cause the direction of the operation straight line segment to deviate, generating uneven and slightly tortuous continuous lines. The angles of these slightly tortuous continuous lines are usually very small. The present application determines whether it is a continuous operation straight line segment by judging the angles of adjacent line segments, thereby judging whether to change the viewing angle. Through this judgment, two operation straight line segments with an angle less than the first preset angle value will not respond to the change of the viewing angle, thereby minimizing the sense of screen frustration without affecting the player's operation, thereby improving the player's gaming experience.

[0014] Preferably, a line connecting the starting coordinate point and the end coordinate point of the operating straight line segment forms a first line segment, and a line connecting the starting coordinate point and the maximum offset coordinate point of the operating straight line segment forms a second line segment, and an angle between the first line segment and the second line segment is less than 10°.

[0015] Through the above technical solution, that is, in the curve drawn by the player, if the angle between the line connecting the starting point and the end point of the curve and the line connecting the starting point of the curve and the maximum offset point of the curve is less than 10°, it is recorded as a continuous operation straight line segment.

[0016] Preferably, it is determined whether the first generated operating straight line segment constituting the motion trajectory is less than a first preset length; if it is less than the first preset length, it is determined to be an invalid line segment and the operating straight line segment is not recorded in the cache; if it is greater than or equal to the first preset length, it is determined to be a valid line segment and the operating straight line segment is retained.

[0017] By adopting the above technical solution, when the player changes the perspective during an intense battle in the game, the player's continuous touch sliding during operation will frequently trigger the generation of short line segments due to finger slippage. When the line segment of the first side is too short, that is, not greater than the first preset length, it is judged as an invalid line segment, that is, the generation of short line segments is frequently triggered by mistake, and the operation straight line segment is not recorded in the cache to prevent the invalid line segments from causing adverse effects on normal operations, which can effectively reduce the screen jitter phenomenon when the player mistakenly triggers a short line segment to perform related operations.

[0018] Preferably, after determining whether the adjacent line segment angle formed by two successively identified operation straight line segments is greater than a first preset angle value and obtaining the determination result, the following steps are also included: deleting the first identified operation straight line segment in the motion trajectory to save storage space.

[0019] By adopting the above technical solution, after the first angle is generated and judged, when the next angle judgment occurs, the first identified operating straight line segment in the first angle is deleted, which can save storage resources.

[0020] Preferably, in the response action of making corresponding viewing angle changes based on the angle between adjacent line segments, the following steps are also included: moving the coordinate point of the tip of the angle between adjacent line segments by a preset distance along the angle bisector of the angle between adjacent line segments in the direction of the opening of the angle between adjacent line segments.

[0021] By adopting the above technical solution, when the line segment touched by the player during the game forms an acute angle, the screen image will shake severely. Moving the extension line of the angle bisector of the two sides forming the angle downward by a second preset length will round the generated acute angle, minimize the jitter of the image, and make the image display smoother and the transition smoother.

[0022] Preferably, after generating the motion trajectory based on the continuous change of the coordinate points, the method further comprises the following steps: judging whether the operation straight line segment is an acceleration line segment according to the change of the coordinate points in continuous time;

[0023] If the straight line segment is an acceleration segment, the acceleration segment is divided into an end segment and a non-end segment according to the acceleration change, the generation time of the non-end segment is multiplied by a preset first time parameter, and the generation time of the end segment is multiplied by a preset second time parameter, where the first time parameter is greater than 1 and the second time parameter is less than 1.

[0024] By adopting the above technical solution, the player's finger touch movement speed will be very fast during fierce battles, that is, the acceleration of the coordinate points obtained in continuous time will be too fast, which will also cause the screen to stutter. The algorithm reduces the input of the acceleration line segment, which will reduce the speed of the operation flow and alleviate the screen stuttering phenomenon, making the game screen smoother. The time of the non-ending segment is extended according to the second time parameter to balance the overall operation input time, so that the operation performance on the game end will not be delayed.

[0025] Preferably, after generating the motion trajectory based on the continuous change of the coordinate points, the following steps are further included:

[0026] It is determined whether the last operating straight line segment is smaller than a first preset value and whether the angle between the last operating straight line segment and the adjacent line segment is greater than a second preset angle value; if both conditions are satisfied, the last operating straight line segment is deleted.

[0027] By adopting the above technical solution, when players finish the game, they may sometimes unconsciously make a short-distance sliding action in other directions when their fingers leave the touch screen. This action will accidentally touch and form an ultra-short line segment. When there are continuous missing input coordinates, it is judged whether the angle and length formed by the last edge meet the preset standards. If they do, the last edge coordinate input is canceled, which will reduce the occurrence of erroneous changes in perspective due to the player's last inertial action.

[0028] In a second aspect of the present application, a system for smooth movement of cloud gaming processing instructions is provided.

[0029] A system for smooth movement of cloud game processing instructions, comprising:

[0030] Coordinate point acquisition module, used to acquire coordinate points in real time;

[0031] A motion trajectory acquisition module, used to generate a motion trajectory based on the continuous change of coordinate points, wherein the motion trajectory is composed of a plurality of operation straight line segments;

[0032] The module for identifying the operating straight line segments is used to identify the operating straight line segments in the motion trajectory in the order of the change of the coordinate points;

[0033] An adjacent line segment angle judgment module is used to judge whether the adjacent line segment angle formed by two successively identified operating straight line segments is greater than a first preset angle value, and obtain a judgment result, wherein the judgment result is greater than the first preset angle value or less than or equal to the first preset angle value;

[0034] The execution module is used to make a response action of whether to change the viewing angle according to the judgment result.

[0035] In a third aspect of the present application, a computer storage medium is provided, which adopts the following technical solution:

[0036] A computer storage medium stores a plurality of instructions, wherein the instructions are suitable for being loaded by a processor and executing the above method steps.

[0037] In a fourth aspect of the present application, an electronic device is provided, which adopts the following technical solution:

[0038] An electronic device comprises: a processor and a memory; wherein the memory stores a computer program, and the computer program is suitable for being loaded by the processor and executing the above method steps.

[0039] In summary, the present application includes at least one of the following beneficial technical effects:

[0040] 1. This application determines whether it is a continuous operation straight line segment by judging the angle between adjacent line segments, thereby determining whether to change the viewing angle. Through this judgment, two operation straight line segments whose angle is less than the first preset angle value can be made without a response action of changing the viewing angle, thereby minimizing the screen frustration without affecting the player's operation and improving the player's gaming experience;

[0041] 2. This application will round off the sharp angles, minimize the jitter of the picture, make the picture display smoother, and make the picture transition smoother;

[0042] 3. When players are in fierce battles, their fingers move quickly, which means that the acceleration of the coordinate points obtained in continuous time is too fast, which will cause screen stuttering. This application uses an algorithm to reduce the input of acceleration segments, which will reduce the speed of the operation flow, alleviate the screen stuttering phenomenon, make the game screen smoother, and extend the time of the non-ending segment according to the first time parameter to balance the overall operation input time, so that the operation on the game end will not be delayed. BRIEF DESCRIPTION OF THE DRAWINGS

[0043] Figure 1 It is a flowchart of a method for smooth movement of cloud game processing instructions according to an embodiment of the present application;

[0044] Figure 2 is a schematic diagram of the operation flow velocity curve before and after optimization of the embodiment of the present application;

[0045] Figure 3 is a schematic diagram of a player's sliding trajectory in an embodiment of the present application;

[0046] Figure 4 is a schematic diagram of the sharp angle rounding process of an embodiment of the present application;

[0047] Figure 5 This is a module diagram of a system for smoothly moving cloud game processing instructions according to an embodiment of the present application;

[0048] Figure 6 It is a structural schematic diagram of an electronic device provided in an embodiment of the present application.

[0049] Explanation of the accompanying drawings: 1. Coordinate point acquisition module; 2. Motion trajectory acquisition module; 3. Identification and operation straight line segment module; 4. Adjacent line segment angle judgment module; 5. Execution module; 1000. Electronic device; 1001. Processor; 1002. Communication bus; 1003. User interface; 1004. Network interface; 1005. Memory. DETAILED DESCRIPTION

[0050] In order to enable those skilled in the art to better understand the technical solutions in this specification, the technical solutions in the embodiments of this specification will be clearly and completely described below in conjunction with the drawings in the embodiments of this specification. Obviously, the described embodiments are only part of the embodiments of this application, not all of the embodiments.

[0051] The present application embodiment discloses a method for smooth movement of cloud game processing instructions. Figure 1 , a method for smooth movement of cloud game processing instructions includes:

[0052] S1: Acquire coordinate points in real time and generate motion trajectories based on the continuous changes of coordinate points;

[0053] Specifically, when a player plays a game on a touch screen device or a device with a touch simulation handle, the player touches the screen of the smart terminal with a finger, and the smart terminal obtains the coordinate points generated by the player touching the screen of the smart terminal in real time. The coordinate points are generated by the existing smart terminal program, which is a prior art and will not be described in detail here. The coordinate points generated when the finger moves continuously will also change continuously. The smart terminal generates a motion trajectory based on the continuous change of the coordinate points, where the motion trajectory is composed of multiple operation straight line segments, and the operation straight line segment is a straight line segment connecting multiple coordinate points. The motion trajectory corresponds to the movement trajectory of the player's finger on the screen. The smart terminal will perform corresponding operations according to the motion trajectory to move the character or rotate the character's perspective.

[0054] S2: Determine whether the operating straight line segment is an acceleration segment;

[0055] According to the change of the coordinate point in continuous time, it is judged whether the operation straight line segment is an acceleration segment, that is, according to the movement acceleration of the coordinate point calculated based on the movement of the coordinate point, it is judged whether the maximum movement acceleration of the coordinate point is greater than the preset acceleration value. If it is greater than the preset acceleration value, the operation straight line segment is judged to be an acceleration segment. Since too fast acceleration will cause the viewing angle to move too fast and cause the screen image to be jerky, the server will reduce the entry of the acceleration segment according to the preset algorithm, that is, the actual movement time from the start to the end of obtaining the acceleration segment is extended in the algorithm, thereby reducing the acceleration of the coordinate point change. If it is not greater than the preset acceleration value, it is judged to be a normal operation straight line segment, and the server will not use the above algorithm for processing.

[0056] Specifically, the acceleration line segment is divided into an ending segment and a non-ending segment according to the change in the moving acceleration of the coordinate point corresponding to the operation straight line segment. Due to the finger operation of the person, the acceleration line segment will have multiple acceleration change stages, the ending segment is the last acceleration change stage, and the non-ending segment is the remaining acceleration change stage. The generation time of the non-ending segment is multiplied by the preset first time parameter, and the generation time of the ending segment is multiplied by the preset second time parameter, wherein the first time parameter is greater than 1 and the second time parameter is less than 1. The time of the non-ending segment is extended according to the first time parameter to balance the overall operation input time, so that the operation performance on the game end will not be delayed.

[0057] For example: refer to Figure 2When the player needs to move quickly in the game, when the coordinate point of the operation straight line segment moves more than 1 / 10 of the screen pixel within 50ms, the operation straight line segment is judged to be an acceleration segment, and the non-end segment generation time is multiplied by 1.25, and the end segment generation time is multiplied by 0.75. For example, if the player actually spends 2 seconds on the operation, this application extends the entry time of the non-end segment by 0.5 seconds, and reduces the entry time of the end segment by 0.5 seconds to balance the operation entry time, so that the player's operation will not be delayed on the game end. While extending the entry time of the non-end segment, the speed of the operation flow will be reduced. The specific optimization results of the acceleration segment are as follows: Figure 2 shown.

[0058] S3: Determine whether the input coordinates are missing continuously after a preset time;

[0059] Specifically, refer to Figure 3 After the motion trajectory is generated based on the coordinate points, if the input coordinates are continuously missing after the preset time, that is, there is no input of coordinate points adjacent to the coordinate point at the end of the motion trajectory, it means that the person's finger has left the screen. At this time, because the player's finger is close to the screen when leaving the screen, the finger will not leave the screen immediately, so the finger will have a habitual operation action in other directions when leaving the screen, forming a shorter line segment. It is necessary to determine whether the last operation straight line segment is less than the first preset value and whether the angle between the adjacent line segment formed with the last second operation straight line segment is greater than the second preset angle value. If both are satisfied, the last operation straight line segment is deleted. The corresponding schematic diagram of the player's sliding trajectory is as follows Figure 3 shown.

[0060] For example: the third preset length of this embodiment is 1 / 20 of the screen pixel, and the second preset angle value is 90°. In other embodiments, the second preset angle value may be within a preset angle range. After the motion trajectory is generated based on the coordinate points, when the input coordinate points are continuously missing after 0.5S, it may be that the player's fingers have left the screen. In this case, it is determined whether the length of the last operation straight line segment is less than 1 / 20 of the screen and whether the adjacent line segment angle formed with the second last operation straight line segment is greater than 90°. Because the adjacent line segment angle greater than 90° has a more serious impact on the viewing angle offset, if all of the conditions are met, the last operation straight line segment is deleted.

[0061] S4: identifying the operation straight line segments in the motion trajectory in the order of the coordinate point changes;

[0062] Specifically, when the player's finger slides the screen continuously in the game, the motion trajectory is generated according to the continuous movement of the coordinate points, which will frequently trigger the generation of operation straight line segments. The operation straight line segments in the motion trajectory are identified in the order of the coordinate point changes, so that the operation straight line segment generated first by the coordinate point change can be identified first. The line connecting the starting coordinate point and the end coordinate point of the operation straight line segment forms a first line segment, and the line connecting the starting coordinate point of the operation straight line segment and the maximum offset coordinate point of the operation straight line segment forms a second line segment. The angle between the first line segment and the second line segment is less than 10°

[0063] It is determined whether the first generated operation straight line segment in the motion trajectory is greater than a first preset length; the first preset length may be 1 / 10 of the total pixels of the screen width. The screen image of this embodiment is composed of pixels. When the game starts, the program of the smart terminal screen in the prior art will automatically obtain the screen resolution information of the device, which will not be described in detail here. If it is less than the first preset length, it is determined to be an invalid line segment and the operation straight line segment is not recorded in the cache. If it is greater than the first preset length, it is determined to be a valid line segment and the operation straight line segment is retained.

[0064] S5: Determine whether the angle between adjacent line segments formed by two successively identified operation straight line segments is greater than a first preset angle value;

[0065] Specifically, when the player wants to draw a straight line on the screen for sliding operations, that is, without changing the viewing angle, but due to various reasons such as player hand sweat, screen hygiene, pressing force, screen friction, etc., slippage occurs, causing the drawn line to deviate, generating uneven and slightly curved lines. The server performs corresponding viewing angle change operations based on the curvature angle, i.e. the included angle, of these slightly curved lines.

[0066] Therefore, the present application determines whether the adjacent line segment angle formed by two successively identified operating straight line segments is greater than a first preset angle value, and obtains a judgment result, wherein the judgment result is a greater than result or a not greater than result. If the adjacent line segment angle is greater than the first preset angle value, a greater than result is obtained; if the adjacent line segment angle is not greater than the first preset angle value, a not greater than result is obtained. According to the not greater than result, it is explained that the two successively identified operating straight line segments are continuous operating straight line segments, and no response action of changing the viewing angle is performed according to the adjacent line segment angle.

[0067] Reference Figure 4, according to the result of being greater than, the program running side will make a corresponding response action of changing the viewing angle based on the angle of adjacent line segments. In the response action of making a corresponding change in viewing angle based on the angle of adjacent line segments, the present application further optimizes the operation of changing the viewing angle, as follows: the coordinate point of the corner tip of the adjacent line segment angle is obtained, and the server moves the coordinate point of the corner tip of the adjacent line segment angle toward the opening direction of the adjacent line segment angle along the angle bisector of the adjacent line segment angle by a preset distance. In this embodiment, the preset distance is one pixel. After moving the preset distance along the angle bisector of the adjacent line segment angle, the sharp angle generated by the two adjacent line segments will be rounded, thereby extending the viewing angle change time, making the viewing angle change smoother, and minimizing the screen jitter without affecting the player's operation. The schematic diagram of the sharp angle rounding process is shown in the figure. Figure 4 As shown, it should be noted that after each judgment on whether the angle between two adjacent line segments is greater than the first preset angle, when the next angle judgment occurs, the server will delete the first identified operating straight line segment of the two line segments of the previous adjacent line segment angle, and retain the later identified operating straight line segment, which can ensure that the adjacent line segment angle is formed with the next identified operating straight line segment before judging whether the adjacent line segment angle is greater than the first preset angle, and can also save storage resources.

[0068] It should be noted that a function of smooth movement of cloud game processing instructions can be used as a switch on the client, which can be manually turned on or off by the player. When turned on, the program running side will adjust the line segment formed by the touch coordinate points entered by the player through the judgment process, and each judgment rule such as the line segment length, angle, acceleration and various numerical values ​​in the above embodiments are all configurable numbers and can be adjusted.

[0069] The implementation principle of a method for smooth movement of cloud game processing instructions in an embodiment of the present application is as follows: coordinate points are acquired in real time, and a trajectory is generated based on the continuous change of the coordinate points, wherein the motion trajectory is composed of multiple operation straight line segments; it is determined whether the generated operation straight line segment is an acceleration line segment, and if it is an acceleration line segment, the input time of the acceleration line segment is extended according to a preset algorithm; after the motion trajectory is generated based on the coordinate points, it is determined whether the input coordinates are continuously missing after a preset time, and if the input coordinates are continuously missing, it is determined whether the last operation straight line segment is less than a first preset value and whether the angle between the adjacent line segments formed with the last second operation straight line segment is greater than a second preset angle value, and if all of them are satisfied, then Delete the last operating straight line segment; then identify the operating straight line segments in the motion trajectory in the order of the change of the coordinate points; then determine whether the adjacent line segment angle formed by the two operating straight line segments identified in succession is greater than the first preset angle value, if it is less than or equal to, do not perform a response action of changing the viewing angle based on the adjacent line segment angle, if it is greater than, perform a response action of changing the viewing angle based on the adjacent line segment angle, in the response action of making corresponding viewing angle changes based on the adjacent line segment angle, obtain the coordinate point of the corner tip of the adjacent line segment angle, and the server moves the coordinate point of the corner tip of the adjacent line segment angle along the angle bisector of the adjacent line segment angle toward the opening direction of the adjacent line segment angle by a preset distance.

[0070] An embodiment of the present application also discloses a system for smoothly moving cloud game processing instructions.

[0071] Reference Figure 5 A system for processing smooth movement of cloud game instructions includes a coordinate point acquisition module 1, a motion trajectory acquisition module 2, an operation straight line segment recognition module 3, an adjacent angle judgment module 4, and an execution module 5.

[0072] Coordinate point acquisition module 1, used for acquiring coordinate points in real time;

[0073] A motion trajectory acquisition module 2, used to generate a motion trajectory based on the continuous change of the coordinate points, wherein the motion trajectory is composed of a plurality of operation straight line segments;

[0074] The module 3 for identifying the operating straight line segments is used to identify the operating straight line segments in the motion trajectory in the order of the change of the coordinate points;

[0075] The adjacent line segment angle judgment module 4 is used to judge whether the adjacent line segment angle formed by two successively identified operation straight line segments is greater than a first preset angle value, and obtain a judgment result, wherein the judgment result is greater than the first preset angle value or less than or equal to the first preset angle value;

[0076] The execution module 5 is used to make a response action of whether to change the viewing angle according to the judgment result.

[0077] It should be noted that: when the system provided in the above embodiment realizes its functions, only the division of the above functional modules is used as an example. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the system and method embodiments provided in the above embodiment belong to the same concept, and the specific implementation process is detailed in the method embodiment, which will not be repeated here.

[0078] An embodiment of the present application also provides an electronic device.

[0079] Please refer to Figure 6 , is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. Figure 6 As shown, the electronic device 1000 may include: at least one processor 1001 , at least one network interface 1004 , a user interface 1003 , a memory 1005 , and at least one communication bus 1002 .

[0080] The communication bus 1002 is used to realize the connection and communication between these components.

[0081] The user interface 1003 may include a display screen (Display), which may be a touchable computer display screen, a TV screen, a tablet, a mobile phone screen, a car screen or other electronic display screen. The user interface 1003 may also include a standard wired interface or a wireless interface.

[0082] The network interface 1004 may optionally include a standard wired interface or a wireless interface (such as a WI-FI interface).

[0083] Among them, the processor 1001 may include one or more processing cores. The processor 1001 uses various interfaces and lines to connect various parts within the entire server 1000, and executes various functions and processes data of the server 1000 by running or executing instructions, programs, code sets or instruction sets stored in the memory 1005, and calling data stored in the memory 1005. Optionally, the processor 1001 can be implemented in at least one hardware form of digital signal processing (Digital Signal Processing, DSP), field programmable gate array (Field-Programmable Gate Array, FPGA), and programmable logic array (Programmable Logic Array, PLA). The processor 1001 can integrate one or a combination of a central processing unit (Central Processing Unit, CPU), a graphics processing unit (Graphics Processing Unit, GPU), and a modem. Among them, the CPU mainly processes the operating system, user interface, and application programs; the GPU is responsible for rendering and drawing the content to be displayed on the display screen; and the modem is used to process wireless communications. It can be understood that the above-mentioned modem may not be integrated into the processor 1001, but may be implemented separately through a chip.

[0084] Among them, the memory 1005 may include a random access memory (Random Access Memory, RAM) and may also include a read-only memory (Read-Only Memory). Optionally, the memory 1005 includes a non-transitory computer-readable medium. The memory 1005 can be used to store instructions, programs, codes, code sets or instruction sets. The memory 1005 may include a program storage area and a data storage area, wherein the program storage area may store instructions for implementing an operating system, instructions for at least one function (such as a touch function, a sound playback function, an image playback function, etc.), instructions for implementing the above-mentioned method embodiments, etc.; the data storage area may store data involved in the above-mentioned method embodiments, etc. The memory 1005 may optionally be at least one storage system located away from the aforementioned processor 1001. As Figure 6 As shown, the memory 1005 as a computer storage medium may include an operating system, a network communication module, a user interface module, and an application for a method for smooth movement of cloud game processing instructions.

[0085] It should be noted that: when the system provided in the above embodiment realizes its functions, only the division of the above functional modules is used as an example. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the system and method embodiments provided in the above embodiment belong to the same concept, and the specific implementation process is detailed in the method embodiment, which will not be repeated here.

[0086] exist Figure 6 In the electronic device 1000 shown, the user interface 1003 is mainly used to provide an input interface for the user and obtain data input by the user; and the processor 1001 can be used to call an application program stored in the memory 1005 for a method for smooth movement of cloud game processing instructions. When executed by one or more processors, the electronic device executes one or more of the methods described in the above embodiments.

[0087] An electronic device readable storage medium is characterized in that the electronic device readable storage medium stores instructions. When executed by one or more processors, the electronic device executes one or more of the methods described in the above embodiments.

[0088] Those skilled in the art can clearly understand that the technical solution of the present application can be implemented with the help of software and / or hardware. The "module" in this specification refers to software and / or hardware that can independently complete or cooperate with other components to complete specific functions, where the hardware can be, for example, a field programmable gate array (FPGA), an integrated circuit (IC), etc.

[0089] It should be noted that, for the aforementioned method embodiments, for the sake of simplicity, they are all expressed as a series of action combinations, but those skilled in the art should be aware that the present application is not limited by the described order of actions, because according to the present application, certain steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by the present application.

[0090] In the above embodiments, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0091] In the several embodiments provided in the present application, it should be understood that the disclosed system can be implemented in other ways. For example, the system embodiments described above are only schematic, such as the division of the units, which is only a logical function division. There may be other division methods in actual implementation, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some service interfaces, and the indirect coupling or communication connection of the system or unit can be electrical or other forms.

[0092] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0093] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of software functional units.

[0094] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable memory. Based on this understanding, the technical solution of the present application is essentially or the part that contributes to the prior art or all or part of the technical solution can be embodied in the form of a software product. The computer software product is stored in a memory, including several instructions to enable a computer device (which can be a personal computer, server or network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present application. The aforementioned memory includes: U disk, read-only memory (ROM), random access memory (RAM), mobile hard disk, disk or optical disk and other media that can store program code.

[0095] A person skilled in the art may understand that all or part of the steps in the various methods of the above embodiments may be completed by instructing related hardware through a program, and the program may be stored in a computer-readable memory, which may include: a flash drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.

[0096] The above is only an exemplary embodiment of the present disclosure, and the scope of the present disclosure cannot be limited thereto. That is, any equivalent changes and modifications made according to the teachings of the present disclosure are still within the scope of the present disclosure. After considering the disclosure of the specification and the truth of practice, it will be easy for those skilled in the art to think of other embodiments of the present disclosure. This application is intended to cover any modification, use or adaptation of the present disclosure, which follows the general principles of the present disclosure and includes common knowledge or customary technical means in the technical field that are not recorded in the present disclosure. The description and examples are regarded as exemplary only, and the scope of the present disclosure is defined by the claims.

[0097] The above are all preferred embodiments of the present application, and the protection scope of the present application is not limited thereto. Therefore, any equivalent changes made according to the structure, shape, and principle of the present application should be included in the protection scope of the present application.

Claims

1. A method for smooth movement of cloud game processing instructions, characterized in that: The method comprises: Get coordinate points in real time; Generate a motion trajectory based on the continuous change of the coordinate points, where the motion trajectory is composed of multiple operating straight line segments; According to the change of coordinate points in continuous time, determine whether the operating straight line segment is an acceleration line segment; If the straight line segment is an acceleration segment, the acceleration segment is divided into an end segment and a non-end segment according to the acceleration change, the generation time of the non-end segment is multiplied by a preset first time parameter, and the generation time of the end segment is multiplied by a preset second time parameter, wherein the first time parameter is greater than 1 and the second time parameter is less than 1; Identify the operating straight line segments in the motion trajectory in the order of coordinate point changes; Determine whether the adjacent line segment angle formed by the two successively identified operation straight line segments is greater than a first preset angle value, and obtain a determination result, wherein the determination result is greater than the first preset angle value or less than or equal to the first preset angle value; If the judgment result is less than or equal to the first preset angle value, then no response action of changing the viewing angle according to the angle between adjacent line segments is performed; If the judgment result is greater than the first preset angle value, a corresponding response action of changing the viewing angle is performed based on the angle between adjacent line segments.

2. A method for smooth movement of cloud game processing instructions according to claim 1, characterized in that: The line connecting the starting coordinate point and the end coordinate point of the operating straight line segment forms a first line segment, and the line connecting the starting coordinate point and the maximum offset coordinate point of the operating straight line segment forms a second line segment, and the angle between the first line segment and the second line segment is less than 10°.

3. A method for smooth movement of cloud game processing instructions according to claim 1, characterized in that: After identifying the operating straight line segments in the motion trajectory in the order of the coordinate point changes, the following steps are also included: Determine whether the first generated operation straight line segment constituting the motion trajectory is less than a first preset length; If it is less than the first preset length, it is judged as an invalid line segment and the operation straight line segment is not recorded in the cache; If it is greater than or equal to the first preset length, it is determined to be a valid line segment and the operation straight line segment is retained.

4. A method for smooth movement of cloud game processing instructions according to claim 1, characterized in that: After determining whether the adjacent line segment angle formed by two successively identified operation straight line segments is greater than a first preset angle value and obtaining a determination result, the following steps are also included: Delete the first identified operation straight line segment in the motion trajectory to save storage resources.

5. A method for smooth movement of cloud game processing instructions according to claim 1, characterized in that: The response action of making corresponding viewing angle changes based on the angles between adjacent line segments also includes the following steps: Move the coordinate point of the tip of the angle between adjacent line segments by a preset distance toward the opening direction of the angle between adjacent line segments along the angle bisector of the angle between adjacent line segments.

6. A method for smooth movement of cloud game processing instructions according to claim 1, characterized in that: After generating the motion trajectory based on the continuous change of the coordinate points, the following steps are also included: Determine whether the last operating straight line segment is smaller than a first preset value and whether the angle between the last operating straight line segment and the adjacent line segment is greater than a second preset angle value; If all conditions are met, delete the last operating straight line segment.

7. A system based on the method for smooth movement of cloud game processing instructions according to any one of claims 1-6, characterized in that: The system comprises: A coordinate point acquisition module (1) is used to acquire coordinate points in real time; A motion trajectory acquisition module (2) is used to generate a motion trajectory based on the continuous change of coordinate points, wherein the motion trajectory is composed of a plurality of operating straight line segments; judging whether the operating straight line segment is an acceleration line segment according to the change of the coordinate points in continuous time; if the straight line segment is an acceleration line segment, dividing the acceleration line segment into an end segment and a non-end segment according to the acceleration change, multiplying the generation time of the non-end segment by a preset first time parameter, and multiplying the generation time of the end segment by a preset second time parameter, wherein the first time parameter is greater than 1 and the second time parameter is less than 1; An operation straight line segment identification module (3) is used to identify the operation straight line segments in the motion trajectory in sequence according to the order in which the coordinate points change; An adjacent line segment angle determination module (4) is used to determine whether an adjacent line segment angle formed by two successively identified operating straight line segments is greater than a first preset angle value, and obtain a determination result, wherein the determination result is greater than the first preset angle value or less than or equal to the first preset angle value; The execution module (5) is used to make a response action of whether to change the viewing angle according to the judgment result.

8. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores instructions, and when the instructions are executed, the method steps according to any one of claims 1 to 6 are executed.

9. An electronic device, characterized in that: include: A processor and a memory; wherein the memory stores a computer program, and the computer program is suitable for being loaded by the processor and executing the method steps as claimed in any one of claims 1 to 6.

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